Base Class: Artificer
An Embersmith specialises in a mythical power source known as Ember. Ember is extracted from rare minerals and volcanic rock which produces extreme heat which allows the Embersmith to power mechanical devices through steam, mechanical and heat based energies.
Tools of the Trade
3rd-level Embersmith feature
You gain proficiency with smith’s tools and [Tooltip Not Found]. If you already have either of these tool proficiencies, you gain proficiency with one another type of artisan’s tools of your choice.
Embersmith spells
3rd-level Armorer feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Armorer Spells
| Artificer Level | Spell |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
fire shield, Wall of Fire,Dimension Door |
|
17th |
Ember Manipulation
As an Embersmith you have discovered a new way to generate and extract energy through a power source called Ember. Ember is extracted from molten rock and minerals from deep beneath the crust, precious gemstones and metals. The quantity and quality of ember is determined by the tool you are using to extract it, the place you are extracting it from, the quality of the minerals used and the skill of the Artificer extracting it.
Once per short rest: you can attempt to extract ember shards from your nearby location. To be able to extract ember you must make a DC16 Intelligence check adding your proficiency bonus with Tinkers tools and adding each of the modifiers below. If successful you can extract ember shards equal to your dice roll+ Tool proficiency modifier. For every 10 shards, you get 1 Ember Crystal instead.
|
Tool used |
Volcanic activity |
Quality of mineral |
|
Pickaxe +0 |
None +0 |
Stone+0 |
|
Clockwork Pickaxe +2 |
Low +2 |
Coal +2 |
|
Ember Drill +4 |
Medium +3 |
Rare metals +3 |
|
Ember bore +8 |
High +4 |
Rare Gems and molten Rock +4 |
or Once per short rest you can also convert ember shards, crystals and cluster into one another using your smith's tools DC12 Intelligence check adding proficiency bonus with Smith's tools.
|
Ember Source |
Ember Charge equivalent |
|
Ember charge |
1 |
|
Ember Shard |
10 |
|
Ember Crystal |
100 |
|
Ember cluster |
1000 |
Each long rest you can create Cells equal to your Int modifer. You must have access to a workshop and smith's/ tinker's tools to do this. The Cells properties are listed below. Once a cell is depleted it will no longer be able to hold ember.
|
Cell type |
Cost and material components |
Ember storage |
Number of Uses before depleting |
|
Copper Cell |
1 Ember Crystal+ 50 Coins worth of Copper |
20 charges |
5 |
|
Silver Cell |
1 Ember Crystal+ 50 Coins worth of Silver |
30 charges |
3 |
|
Gold Cell |
1 Ember Crystal+ 50 Coins worth of gold |
50 Charges |
8 |
|
Dawnstone Cell |
1 Ember Crystal+ 50 Coins worth of Dawnstone |
100 charges |
Infinite |
Ember Contraptions
3rd-level Embersmith feature
Your metallurgical pursuits have led to you creating weapons and tools that require Ember to function. Each of these items requires an Ember power supply in order to function and some require attunement by the wearer. As an action any of these items can be altered accordingly, Provided you have smith’s tools or Tinker’s tools in hand. You can choose learn how to make a number of ember contraptions equal to the known infusions on the artificer table and can use of Ember Contraptions equal to the number of Artificer Infusions on the table at one time, these items do not count towards your maximum number of artificer infusions that you can make.
- You gain proficiency with Ember Contraptions, martial weapons and firearms
- When you attack with an Ember contraption you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls
The list of items is displayed below:
Ashen Amulet
Ashen Amulet
Prerequisite: 9th-level Embersmith
Item: An amulet made from 2 pound bar of Dawnstone and 1 Shard of ember requires a Forge (requires attunement)
While wearing this Amulet you can use a bonus action to expend 1 Charge max (3 charges) to reduce the ember cost of that item to nothing for that round. This item can regain 1d4-1charge after a short rest and recharges to 3 charges after a long rest.
Ashen Armour
For the extraction and use of Ember Technology to be safe a suit must be made that can withstand the extreme heat. You learn to create a suit of leather and lead that can help to withstand the extreme temperatures.
This armour is treated as magical leather armour that gives a +1 additional bonus to AC and the wearer becomes resistant to fire damage. This armour has up to 4 enhancement slots.
Ashen Goggles
Ashen Goggles
Prerequisite: 3rd-level Artificer
Item: Copper goggles worth 100pieces of copper and lenses enchanted.
In order to find Ember and make the machines a set of goggles can be made to ease the process of finding the source. Both acting as combat goggles and lenses that can find ember formations in the earths crust.
Whilst wearing these goggles the wearer can gauge distance can spend a bonus action to zoom in like a scope up to 8x your usual sight increment. The wearer can use a bonus action to choose to be able to see the change in temperature and detect if an item is magical passively. These goggles can be imbued with other properties.
Beam Cannon
Beam Cannon
Prerequisite: 9th-level Embersmith
Item:: 7 pound bar of Dawnstone +Ember Cluster+50 gold worth of materials, Requires a forge (requires attunement)
Firearms, Ember Contraption, ranged weapon
The Beam Cannon is a volatile yet dangerous device used for multiple purposes in The Embersmith toolkit. It is both used as a tool that can fuse ember crystals together and a long ranged sniper rifle like weapon that is capable of melting flesh and metals alike. The beam cannon is a weapon that can be charged between shots to increase its potency but risks overheating the longer the device is charged for. For each charge the weapon expends it increases the range of the weapon and the damage potency but the misfire score of the weapon is increased for that shot and it consumes an additional 5 ember per charge used. You can charge the weapon up to a maximum of 4 times and for each charge it uses 1 attack, this charge can be held over multiple actions up to a total of 2 actions.
AttackType: Magical Firearm ranged weapon, Ember Contraption
Range: 60ft-300ft
Damage: 2 D12+2
Damage Type: Fire Damage
Properties: 2 handed Ammunition (Ember Battery) 5 ember charges per shot, Range , Misfire 3
Weight: 12lbs
Cost:500 gp
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Charged weapon: you can expend 1 additional attack per turn to increase the weapons range by a further 150ft and roll an additional 2d12 Fire damage per attack expended. but the weapon consumes an additional 5 ember per charge and its misfire score increases by 2 per charge used.
Cinderstaff
Cinderstaff
Prerequisite: 9th-level Embersmith
Item:: 10 pound bar of Dawnstone +Ember Cluster+50 gold worth of materials, Requires a forge (requires attunement)
The Cinderstaff is a magical technology that uses Ember as a focus for the Artificer's magic, converting the Ember into Fire spells. This is the technological equivalent to a Wizards spells but also doubles as a weapon. The Cinderstaff also has a passive storage capacity of 200 Ember and recharges itself in Dawnlight but can be attached to a cell or battery.
The Cinderstaff deals 1d6+2 Fire Damage on a melee attack. You can use you action to cast a Fire Spell from your spell pool by expending Ember instead of using a spell slot. The staff expends 10 Ember per spell level up to a total of 30 ember meaning you can cast up to Level 3 spells from the spell pool until the staff is upgraded.
All spell attacks get +2 and uses your spell save DC +2
Clockwork Grandhammer
Clockwork Grandhammer
Prerequisite: 9th-level Embersmith
Item:: 5 pound bar of Dawnstone + 5 Pound bar of Iron + Ember Cluster+50 gold worth of materials, Requires a forge (requires attunement)
The Clockwork Grandhammer is a machine designed for destruction, able to sunder the armour of Opponents it hits.
The weapon deals 1 D12 bludgeoning damage + 2 Fire damage and costs 5 Ember per attack made if it hits a target with non magical medium or heavier armour you can spend an additional 5 Ember the wearer must make a Strength saving throw DC 8+your Int+Proficiency bonus. if they fail their AC is permanently reduced by your Strength Modifier for that combat. If they Succeed nothing additional happens
Proficiency with Ember Contraptions allows you to add your proficiency bonus to the attack roll for any attack you make with it.
| NAME | COST | DAMAGE | WEIGHT | PROPERTIES |
|---|---|---|---|---|
| Clockwork Grandhammer | 500p | 1d12 +2 Fire damage | 2 lbs |
Clockwork Pickaxe
Clockwork Pickaxe:
The Clockwork pickaxe doubles as a Tool and a weapon. When attacking structures and stone all damage is doubled.
Proficiency with Ember Contraptions allows you to add your proficiency bonus to the attack roll for any attack you make with it.
| NAME | COST | DAMAGE | WEIGHT | PROPERTIES |
|---|---|---|---|---|
| Clockwork Pickaxe | 250gp | 1d8Piercing+3 Fire damage, Siege | 2 lbs |
Dawnstone Mail
Dawnstone mail
Prerequisite: 9th level, proficiency in medium armor (Does not require an imbument slot)
Item: Requires 2 pound bar of dawnstone, 50gp of supplies
The wearer of this mail is resistant to bludgeoning damage and has advantage on saving throws against getting knocked prone.
Ember Drill
Ember Drill
Prerequisite: 9th level Artificer
Item: Requires 5 pound bar of Dawnstone, 100gp of supplies+ an Ember Crystal +1 Ember cell
An Emberdrill is a focused ember laser that can extract ember crystals out of solid rock. The device Consumes coal, steam or ember to function. consuming 5 charges of the fuel source per use.
When making a roll for Ember Manipulation you can double your proficiency bonus and add 2D10 Ember Shards to the total of the roll made.
Ember Field
Ember Field
Prerequisite: 3rd-level Artificer
Item: Requires 2 pound bar of Copper, 100gp of supplies+ an Ember Crystal +1 Ember cell(requires Attunement)
Max ember charges =Cell capacity
You can use a bonus action to activate or deactivate the ember field. Whilst the field is active any enemy that makes a melee attack against you must make a DC 14 Constitution saving throw or take 1 D6 Fire damage. Any ranged piercing attack that damages you whilst you have the Ember field activate has its damage reduced by 1D12+int modifier and if reduced to 0 the projectile turns to ash, any remaining damage you take is converted to Fire damage. For every 2 points of damage taken while the field is active the device consumes 1 ember charge. Whilst this field is active you have resistance to cold damage and are unaffected by cold climates.
Recharges by: 1d10+Int+proficiency bonus Ember charges per short rest.
Ember Projector
Ember Projector
Prerequisite: 3rd-level Artificer
Item: Requires 2 pound bar of Copper, 100gp of supplies+ an Ember Crystal(requires Attunement)
Firearms, Ember Contraption, ranged weapon
The Standard design for the Pistol was not enough to satisfy your curious nature. With Knowledge of the Ember Core you learn to create a weapon much more potent. using Ember as a power source you create a weapon that fire molten Ember at your enemies.
The Ember Projector Deals 1D12 +2 fire damage per shot and consumes 1 Ember charge per shot.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
If you misfire with the beam cannon, you take the damage of the weapon you were going to inflict instead.
AttackType: Magical Firearm ranged weapon, Ember Contraption
Range: 30ft-240ft
Damage: 1 D12+2
Damage Type: Fire Damage
Properties: Ammunition (Ember Cell) 1 ember charge per shot, Range , Misfire 2
Weight: 5lbs
Cost:250 gp
Ember Ring
Ember Ring
Prerequisite: 3rd level Artificer
Item: Requires 1 pound bar of Copper, 100gp of supplies+ 1 Ember Crystal (this item counts towards your artificer infusions)
Once per Long rest whilst you wear this ring, you can add 4d4+10 Ember charges to Ember Contraption of your choice. Whilst you wear this ring, it resonates when rare metal is nearby.
Explosion Charm
Explosion Charm
Prerequisite: 9th level Artificer
Item: Requires 1 pound bar of Dawnstone, 100gp of supplies+ 1 Ember Crystal (this item counts towards your artificer infusions)
Up to 3 times per long rest: you can use your reaction to make any non magical explosion or Weapon misfire within 30ft of you have its damage reduced to 0.
Glimmerlamp
Glimmerlamp
Prerequisite: 3rd-level Artificer
Item: Requires 2 pound bar of Copper, 100gp of supplies+ an Ember Crystal +1 Ember cell
An Emberdevice useful for lighting up dark Places.
You can expend 10 ember to fire a projectile up to 120 ft in front of you that sticks to surfaces, the projectile emits light for up to 10 minutes in a 30ft radius.
Recharges by: 1d10+Int+proficiency bonus Ember charges per short rest.
Mechanical gearframe
Mechanical Gearframe
Prerequisite: 9th level Artificer
Item: Requires 5 pound bar of Iron+ 200gp of supplies+ an Ember Cluster +4 (Requires Attunement and power from a Portable Ember Battery)
The Mechanical Gearframe is an exoskeleton that can be attached to the back of the wearer. Whilst wearing the Mechanical gearframe you can attach up to two Ember Contraptions (one to each shoulder) to the suit and a Portable Ember Battery to your back. The weight of the items Attached to it becomes 0 when calculating weight for being unencumbered and you do not have to take an action to switch to the mounted weapons. However your maximum movement speed is reduced by 5ft whilst wearing the device. Also you have disadvantage on Acrobatic Checks.
You can spend 10 ember charges. As a bonus action you make an additional attack with one of the weapons mounted on the Mechanical gear frame so long as it isn't the same weapon you used for your previous attacks this turn.
Portable Ember Battery
Portable Ember battery
Prerequisite: 9th level Artificer
Item: Requires 5 pound bar of lead 200gp of supplies+ an Ember Cluster +4 Dawnstone ember cells (Requires Attunement)
The increased amount of Ember you are consuming for your contraption calls for a better storage, when Combined with an Lead casing, Dawnstone and an active ember cluster, the portal Ember Battery is able to store all the ember required to run your machinations. The portable ember battery can store up to 800 ember at all time and can power ember up to 4 contraptions at a time whilst wearing it without need for an Ember cell.
The Ember cell recharges up to 10D4+Int+ Tinker's tools proficiency Ember Charges each short rest up to 3 times, after these uses are expended the Battery must be recharged again By Extracting Ember.
Recharges by: 1d10+Int+proficiency bonus Ember charges per short rest.
Extra Attack
5th-level Embersmith feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Ember Modifications
9th-level Embersmith feature
You learn how to use your artificer infusions to specially modify your Ember Equipment. Each item now has up to modification slots up to the number specified on the item. Each of those modification slots can bear an Ember Modification or an infusion that counts towards your total number of Artificer infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Ember Equipment. Ember Modifications stay on the item indefinitely but cannot be used if you have no knowledge of that modification. You can learn up 6 modifications of your choice from the list Below.
Clockwork Winder
Prerequisite: 15th-level Embersmith 1 Dawnstone gears+4 iron gears
Item: Clockwork Pickaxe
When attacking with a clockwork pickaxe you can choose to expend 5 Ember charges to add an additional damage die to the attack roll, but reduce the weapon's attack bonus by 2 each time you wind the weapon up to a total of 3 times.
Crystal Cell
Prerequisite: 9th-level Embersmith, Portable Battery
3 Ember clusters+Dawnstone Cell
Item: Any Ember item
Whilst an ember item is imbued with the crystal cell it gains 200 ember capacity. Also once per short rest Roll 2d10+you INT modifier. That item restores that many ember charges.
Cinderstaff Siphoner
Prerequisite: 11th-level Embersmith
Item: Cinder Staff
You can expend and additional 10 ember per charge to increase the level of fire spells cast up to a maximum of 9th level.
Enhanced Analysis Matrix
Prerequisite: 9th-level Embersmith
Item: Ashen Goggles
When Added to the Ashen Goggles you can automatically zoom to a target rather than spending and action. You get no penalty to accuracy with range weapons when going beyond the increment range. Up 2 times long rest , you can use your bonus action to analyse a creature or object you can see and learn 1 feature about it from (AC, Resistances, Strength, Dex, Con, Int, Wis or Cha) or if it is an object, what type of material it is made out of..
Flame Aegis
Prerequisite: 9th-level Embersmith
Item: Ember Field
You can use 1 action to expand the effect of a your ember field up to a 30ft sphere around you. Whilst this effect is active the item consumes 10 ember per turn.
Any Projectiles that travel through the edge of the Ember field have their damage reduced by 1d12+INT modifer. and if reduced to 0 the projectile turns to ash. If it is not reduced to 0 the damage is converted to fire damage instead. Any water or snow within the field melts and evaporates into steam and anything within the sphere becomes warm by default. Any creature that passes through the edge of the Field takes 1d6 fire damage.
The Eyes of The Ancients
Prerequisite: 9th-level Embersmith
Item: Ashen Goggles
The Ashen Goggles are infused with the ability to see in dark places, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. Also you can see heat signatures and metals glow red to up to 60ft or up to 15ft through solid stone.
Rocket Hammer
Prerequisite: 9th-level Embersmith
Item: Grandhammer
The grandhammer rolls an additional damage die per attack made but consumes 1 additional ember per attack made.
As an action you can choose to expend ember to move in a straight line up to 500ft in any direction, you must continue to move in this direction to a minimum of 100ft, the grandhammer expends 10 ember per 100ft moved. Any creature in that line that is the same size or smaller than you moves the same distance you choose to travel with you and takes 4d12+4 fire damage and is stunned for 1 turn. If you hit a wall or a creature larger than you, both you and the wall or creature take 4D12+4 fire damage and both you and the creature are stunned unless it is 2 or more sizes larger than you.
Ricocheted Shot
Prerequisite: 9th-level Embersmith
Item: Beam Cannon, Ember Projector.
With your Ember Modification you can choose to cause your shots to ricochet off of walls up to 3 times up to the a max range increment of the weapon distance of the weapon, after this range increment the shot dissipates.
Piercing Shot
Prerequisite: 9th-level Embersmith
Item: Beam Cannon
Your beam cannon fires in a line up to its range increment and can pierce up to 3 targets. If you Fire a charged shot you can pierce an additional 2 targets per charge used.
Inflictor Gem Imbuement
Prerequisite: 9th-level Embersmith + an inflictor gem
Item: Ashen Armour
An Inflictor Gem can be added to Ashen Armour Pieces (Helmet, Chest, Legs and Boots) maximum 1 per armour piece, Each inflictor gem can be imbued once every short rest using Tinker's Tools after exposing it to a damage type acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage.by rolling a tinker's tool check DC 14. If successful, the wearer becomes resistant to that damage type whilst wearing the Ashen armour. If 2 Inflictor gems are resistant to the same damage type the wearer becomes immune to that damage type.
Scatterburst
Prerequisite: 9th-level Embersmith
Item: Ember Projector
When attacking with the Ember Projector you can choose to fire an additional shot on an enemy of you choice up to your Intelligence modifier, but for each additional target the range of the weapon is halved , you expend 1 Additional ember charge per additional shot. Each additional shot counts as a separate attack for misfire calculation.
Wildfire Stirling
Prerequisite: 9th-level Embersmith Dawnstone+ Embercluster
Item: Any Ember item
When attached to an Ember Contraption the Wildfire Stirling halves the ember cost of ember expended by that item rounded up.
Cinderstaff Siphoner
Cinderstaff Siphoner
Prerequisite: 15th-level Embersmith
Item: Cinder Staff
You can expend and additional 10 ember per charge to increase the level of fire spells cast up to a maximum of 5th level.
Clockwork Winder
Clockwork Winder
Prerequisite: 15th-level Embersmith 1 Dawnstone gears+4 iron gears
Item: Clockwork Pickaxe
When attacking with a clockwork pickaxe you can choose to expend 5 Ember charges to add an additional damage die to the attack roll, but reduce the weapon's attack bonus by 2 each time you wind the weapon up to a total of 3 times.
Crystal Cell
Crystal Cell
Prerequisite: 9th-level Embersmith, Portable Battery
3 Ember clusters+Dawnstone Cell
Item: Any Ember item
Whilst an ember item is imbued with the crystal cell it gains 200 ember capacity. Also once per short rest Roll 2d10+you INT modifier. That item restores that many ember charges
Enhanced Analysis Matrix
Enhanced Analysis Matrix
Prerequisite: 9th-level Embersmith
Item: Ashen Goggles
When Added to the Ashen Goggles you can automatically zoom to a target rather than spending and action. You get no penalty to accuracy with range weapons when going beyond the increment range. Up 2 times long rest , you can use your bonus action to analyse a creature or object you can see and learn 1 feature about it from (AC, Resistances, Strength, Dex, Con, Int, Wis or Cha) or if it is an object, what type of material it is made out of..
Flame Aegis
Flame Aegis
Prerequisite: 9th-level Embersmith
Item: Ember Field
You can use 1 action to expand the effect of a your ember field up to a 30ft sphere around you. Whilst this effect is active the item consumes 10 ember per turn.
Any Projectiles that travel through the edge of the Ember field have their damage reduced by 1d12+INT modifer. and if reduced to 0 the projectile turns to ash. If it is not reduced to 0 the damage is converted to fire damage instead. Any water or snow within the field melts and evaporates into steam and anything within the sphere becomes warm by default. Any creature that passes through the edge of the Field takes 1d6 fire damage.
Inflictor Gem Imbument
Inflictor Gem Imbuement
Prerequisite: 9th-level Embersmith + an inflictor gem
Item: Ashen Armour
An Inflictor Gem can be added to Ashen Armour Pieces (Helmet, Chest, Legs and Boots) maximum 1 per armour piece, Each inflictor gem can be imbued once every short rest using Tinker's Tools after exposing it to a damage type acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage.by rolling a tinker's tool check DC 14. If successful, the wearer becomes resistant to that damage type whilst wearing the Ashen armour. If 2 Inflictor gems are resistant to the same damage type the wearer becomes immune to that damage type.
Piercing Shot
Piercing Shot
Prerequisite: 9th-level Embersmith
Item: Beam Cannon
Your beam cannon fires in a line up to its range increment and can pierce up to 3 targets. If you Fire a charged shot you can pierce an additional 2 targets per charge used.
Ricocheted Shot
Ricocheted Shot
Prerequisite: 9th-level Embersmith
Item: Beam Cannon, Ember Projector.
With your Ember Modification you can choose to cause your shots to ricochet off of walls up to 3 times up to the a max range increment of the weapon distance of the weapon, after this range increment the shot dissipates.
Rocket Hammer
Rocket Hammer
Prerequisite: 9th-level Embersmith
Item: Grandhammer
The grandhammer rolls an additional damage die per attack made but consumes 1 additional ember per attack made.
As an action you can choose to expend ember to move in a straight line up to 500ft in any direction, you must continue to move in this direction to a minimum of 100ft, the grandhammer expends 10 ember per 100ft moved. Any creature in that line that is the same size or smaller than you moves the same distance you choose to travel with you and takes 4d12+4 fire damage and is stunned for 1 turn. If you hit a wall or a creature larger than you, both you and the wall or creature take 4D12+4 fire damage and both you and the creature are stunned unless it is 2 or more sizes larger than you.
Scatterburst
Scatterburst
Prerequisite: 9th-level Embersmith
Item: Ember Projector
When attacking with the Ember Projector you can choose to fire an additional shot on an enemy of you choice up to your Intelligence modifier, but for each additional target the range of the weapon is halved , you expend 1 Additional ember charge per additional shot. Each additional shot counts as a separate attack for misfire calculation.
The Eyes of the Ancients
The Eyes of The Ancients
Prerequisite: 9th-level Embersmith
Item: Ashen Goggles
The Ashen Goggles are infused with the ability to see in dark places, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. Also you can see heat signatures and metals glow red to up to 60ft or up to 15ft through solid stone.
Wildfire Stirling
Wildfire Stirling
Prerequisite: 9th-level Embersmith Dawnstone+ Embercluster
Item: Any Ember item
When attached to an Ember Contraption the Wildfire Stirling halves the ember cost of ember expended by that item rounded up.
Prismatic Siphoning
15th-level Embersmith feature
At 15th level you gain the ability to add a prismatic syphon to up to two Ember contraptions of your choice. A prismatic siphon gives the item bonuses depending upon what type of gem is used as the focus for the item. To create a prismatic siphon it requires and ember cluster+ 2 dawnstone aspectuses and a jewlers kit. The list of Gems you can use as a focus and their properties are listed below. As an action you can switch between gems you put into the prismatic siphon so long as you ae holding Tinkers tools and have the gem needed as a focus.
| Gem Type | Properties |
|---|---|
| Diamond | Changes damage type to Force Damage+2 /Force Resistance on EmberField+antiforce |
| Ruby | Fire damage is increased by +2, Reroll 1's on damage rolls with weapon |
| Saphire | Changes damage type to Cold+2/ Give Emberfield Fire resistance+antifire |
| Opal | Changes damage type to necrotic+2/ Give Emberfield Radiant Resitance+anti radiant |
| Topaz | Changes damage type to lightnings+2/ gives emberfield resistance to lightning+anti lightning |
| Amber | Changes damage type to Radiant+2/gives emberfield resistance to Necrotic+anti Necrotic |
Creating a new Element
At 9th level you unlock discover the ability to magically transfuse gold and copper to create a new element; Dawnstone. Using a mixer centrifuge machine and a 3rd level or higher spell you can fuse gold and copper into Dawnstone. by expending the same number of each component to create double of the same component.
Prerequisite: A forge with an alchemical mixer of some kind.
Once per long rest. You can expend one 3rd level or higher spell slot and make a Smithers tools check DC 14 to mix a maximum of 250gp +250cp worth of coins or ingots into 500 pieces/ 2 ingots worth of dawnstone. With an ember powered forge this process can be tripled.
Ingot=pieces
Ember Channeler
You gain double your proficiency bonus when using Ember Extraction features.
Comments